DarkStorm Military Technologies -- Updated 12/20/09
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
The wall jump launches you in the direction you're aiming, so you have to aim at the opposite wall that you want to reach.
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Wed Dec 02, 2009 5:05 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
Benpasko wrote: ooh, stealth would be cooler if the actor had like, outlines in a barely visible blue, and the one eye glowing like splinter cell, and a seethrough body. Make it hard to see, aside from the eye, and this will also help with jumping and stuff, which is hard when cloaked. That's not quite as easy as you might think. Though I suppose you could make an emitter that only turns on to emit subtle glows whilst cloaked. If you made it a little wispy flame it would fit well with the ghost theme you have going for it. Exalion wrote: The stealth suit's jump is WEIRD. If you could explain it to me? I wall jumped somehow the other day, but couldn't do it again.And just hitting jump will often not work. I am sure the system works, but how do you operate it? Hold jump to jump high. Tap jump to hop. Melee walls to hold on to them. Jump whilst holding on to a wall to jump in the direction of your aim. It's in the first post.
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Wed Dec 02, 2009 5:07 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
ahk didn't see.
Upon testing, jumping occasionally doesn't work. Stealth suit renders the user COMPLETELY INVINCIBLE (MUAHAHAHA) Coil gun is a terrain shredding overpowered (rather satisfying) weapon of doom. Laser guns are kewl pew pew.
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Wed Dec 02, 2009 5:38 am |
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The Cling Clang
Joined: Fri Feb 15, 2008 8:54 pm Posts: 92 Location: New England
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
No offense, but I don't really like the new sprites. The weapon sprites are more CC scale but they all look too boxy and plain, the Tengu jet pack (though more ninja-glider looking) is too prominent (I'd like to see it fold-up again), and the turrets look very, VERY bland. It's cool to see some new features but the quality is a lot lower than I was expecting (again, no offense).
That being said the new Yatagarasu looks amazing, far better than any of the past dropships.
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Wed Dec 02, 2009 5:53 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
Areku wrote: - The coilgun was great, but maybe it lacked impact damage. Once again, just sayin'. HAHAHAH WHAT? seriously? It imparts a huge force on most things. Only problem is it goes through rockets and dropships pretty easily, but the MASSIVE DAMAGE it does to infantry cancels that out. Laser sight on the RPG seems a tad weird, could be tuned more, as stated above it doesn't always paint the target properly so you have to waste an (presumably expensive) rocket and adjust from there. Don't know what the problem would be though, for the stealth dude, you could just leave the limbs invincible but do the 2 frame trick on the head and body so you can still get body and head shots, and they disrupt your stealth. just a thought. Explosions are a tad spammy on the shrapnel pixels, and could use a greater variation on their velocities, for visual happiness, as well as a bit more smoke. Food for thought 
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Wed Dec 02, 2009 6:42 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
411570N3 wrote: Try making the held actor be held a bit closer? Use a longer gun? As long as the muzzle is beyond the enemy you're fine. Eh, to much work and too many collision issues already as it is. I won't add this feature. Hyperkultra wrote: Darlos9D wrote: That's more the missile launcher's job. Speaking of the missile launcher, why did you change it from shaped charges? It was much better that way, it differentiated it from the thousand other blegh missile lawnchairs. And the tracking system and proximity triggers clearly mean nothing. Exalion wrote: Electro shock does not work for me. God read the instructions in the first post. Christ, people would have less questions and make less repetitive comments if they'd just READ the first post and maybe the last page or two. Exalion wrote: specialised Oni should be pre-equipped, POSSIBLY more durable too. I'm adding the pre-equipped versions, and Oni are gonna be more durable in general since I finally figured out how to do it right. Exalion wrote: although flamethrower kills anti-climatically quickly and 'lags like a ♥♥♥♥♥' I'm tweaking flamethrower damage. Also, does anyone else find it incredibly laggy? Exalion wrote: I stand by my comment earlier that the revolver laser is in the top 10 best weapons for cortex command ever list. (Laser sight is neat, and I like how little damage it does per wound. Is their Lua involved there, or just REALLY good use of Mopixels?) It's really good use of mopixels... spawned by lua. But after they're spawned it's all them. 411570N3 wrote: Benpasko wrote: ooh, stealth would be cooler if the actor had like, outlines in a barely visible blue, and the one eye glowing like splinter cell, and a seethrough body. Make it hard to see, aside from the eye, and this will also help with jumping and stuff, which is hard when cloaked. That's not quite as easy as you might think. Though I suppose you could make an emitter that only turns on to emit subtle glows whilst cloaked. If you made it a little wispy flame it would fit well with the ghost theme you have going for it. Uh... wow, this is actually pretty damn awesome. It seems a bit counter-intuitive for a stealth unit but ♥♥♥♥, you can see its health bar. Why not. Exalion wrote: Coil gun is a terrain shredding overpowered (rather satisfying) weapon of doom. It's a coil gun, it should be pretty penetrative into materials. Also, if the devlog is anything to go by the game will have some kind of exploration blank-out or fog of war type thing going on. So hopefully at some point you won't necessarily know if you'll hit anything if you shoot through that huge rock, making the terrain rape a bit less of an issue. And hey at least its not an automatic weapon that terrain rapes. The Cling Clang wrote: The weapon sprites are more CC scale but they all look too boxy and plain I have no idea what you're talking about. What do you want them to look like? The Cling Clang wrote: the Tengu jet pack (though more ninja-glider looking) is too prominent (I'd like to see it fold-up again) I'm sorta considering this, since now the Tengu jet pack is the way it is the Oni jetpack seems weirdly out of place, but I don't want huge stuff sticking out of the Oni's back really. I might go ahead and switch back to the pop-out wings, since those always felt clever to me. The Cling Clang wrote: and the turrets look very, VERY bland I asked Allen to redesign it (he's the guy who designed the Yatagarasu). Hopefully it'll look better in the future. Geti wrote: for the stealth dude, you could just leave the limbs invincible but do the 2 frame trick on the head and body so you can still get body and head shots, and they disrupt your stealth. just a thought. Huh, a clever compromise. I think I'll try this.
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Wed Dec 02, 2009 8:09 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
Darlos9D wrote: I'm tweaking flamethrower damage. Also, does anyone else find it incredibly laggy? The amount of slowdown I get from the flamethrower is less than what I get when I open Astro.
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Wed Dec 02, 2009 8:46 am |
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Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
I know this has probably been brought to attention, but with camo weapons if you cloak holding a camo weapon and switch, the new weapon isn't cloaked, and the old one remains cloaked, even after de-cloaking. I think the code needs putting on the update function and a few ifs for if it switches weapon, although you may have fixed this.
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Wed Dec 02, 2009 9:20 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
Darlos, I have read the first post.
The electroshock feature IS NOT WORKING.
Also, your jumping system is on crack. Suggest removing the delay and making it jump every time, not occasionally ignore you.
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Wed Dec 02, 2009 12:29 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
It works for me. As in: electro shock works all the times I use it and the jumps never get ignored, if sometimes they don't go where I want. Suggestion: if you have the jumps done in Lua, you might want to make it a continuum type charge-up as opposed to a strong or weak system. That could reduce the amount of complaints quite a bit. You might also try having it jump in the direction you aim regardless of whether or not you're wall clinging. Hyperkultra wrote: why did you change it from shaped charges? It was much better that way, it differentiated it from the thousand other blegh missile lawnchairs. It still has the shaped charges on proximity detonation. It appears not to have shaped charges on impact detonation, probably to conserve terrain.
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Wed Dec 02, 2009 12:31 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
I don't think it's necessary to have unequipped special Onis. We could just order a regular Oni if we had other guns in mind.
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Wed Dec 02, 2009 12:41 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
Until we have better presets I suppose.
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Wed Dec 02, 2009 12:47 pm |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
Darlos9D wrote: 411570N3 wrote: Try making the held actor be held a bit closer? Use a longer gun? As long as the muzzle is beyond the enemy you're fine. Eh, to much work and too many collision issues already as it is. I won't add this feature. Just a suggestion. Make the script normally keep the actor close to the Oni, so you can shoot past them. Then, if a punch/throw is being charged, move the actor a bit away from the Oni. Not only would that keep you from being damaged by the thing you are throwing, it would also allow you to pump some lead into it's internal organs. Darlos9D wrote: And the tracking system and proximity triggers clearly mean nothing. Uh, I actually found very little trackingness in your missiles, even though the proximity trigger works like a charm. Is there anything I need to do to activate the tracking, such as pointing the laser aim at the enemy while I shoot? Darlos9D wrote: Exalion wrote: Electro shock does not work for me. God read the instructions in the first post. Christ, people would have less questions and make less repetitive comments if they'd just READ the first post and maybe the last page or two. Story of my life. You'd better be gettin' used to it. But hey, they are only doing that because they liked your mod enough to keep trying to use every single one of it's features. Darlos9D wrote: The Cling Clang wrote: The weapon sprites are more CC scale but they all look too boxy and plain I have no idea what you're talking about. What do you want them to look like? Hrmm... Looking at it now, it seems to me that they all look a bit too much alike. Maybe add some small details to make them more unique? You could also try making the laser guns multi-framed, just to add some glow when they fire. But don't change the actor sprites. They're perfect. Darlos9D wrote: I might go ahead and switch back to the pop-out wings, since those always felt clever to me. I ask you not to. Seriously. Pop-out is cool and all that, but those big wings/jets/fins coming out of the Tengu's back not only help to keep it within the birdman theme, they also make it look like a small flying mecha, ready to jet up to the ionosphere at any moment. So make them smaller if you want to, but don't remove them. Please.
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Wed Dec 02, 2009 1:02 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
Areku wrote: Uh, I actually found very little trackingness in your missiles, even though the proximity trigger works like a charm. Is there anything I need to do to activate the tracking, such as pointing the laser aim at the enemy while I shoot? Yes. Areku wrote: I ask you not to. Seriously. Pop-out is cool and all that, but those big wings/jets/fins coming out of the Tengu's back not only help to keep it within the birdman theme, they also make it look like a small flying mecha, ready to jet up to the ionosphere at any moment. So make them smaller if you want to, but don't remove them. Please. How about a compromise? Make the wings smaller and have them extend the remaining length on activation.
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Wed Dec 02, 2009 1:06 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: DarkStorm Military Technologies -- Updated 11/29/09
I personally really like the wings on the tengu, but i suppose those fold out was pretty neato as well. Some in-between would be nice. Glad you like the idea on body and head collisions. You can always write it off as them missing the limbs due to invisibility or whatever anyway. Your image is 404ing for me. For the grappling, you could try using SetMOToNotHit and yourself with the oni on the thing you are holding for less collision issues, so we can have the blowing the hell out of them and throwing and meatsheilding all in one. I personally liked the delay on the yurei because it felt more deliberate, but that's just the way i like it, some people might want more instantaneous jumping. RPG proximity explosion seems a tad touchy.. you could make the explosion a little more "shaped" and the trigger radius a little smaller for more direct hits, though on flat land it isnt much of an issue, its more of a rocky crag problem. I love the airburst though, makes me feel powerful on the top of my little hill. Coilgun is insta faved, and I love what you did with the energy casings. If you can make the yurei feel more sneaky and quick, that would be awesome. A dash/grapple move that allowed you to power down corridors at the speed of invisible would be pretty neat as it's melee, but it has the feel quite nicely now. It would just be amazing to have it speeding around more. Electrolaser gfx kick ass. Ballisitic weapons have a nice amount of omph. Overall, made wasting the last hour on super laggy CC enjoyable. Need to try the oni weapons.
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Wed Dec 02, 2009 1:12 pm |
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